AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness.AimsWe aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being.MethodsWe identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain.ResultsWe identified 19 papers that report empirical evidence on the effec...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
In this study, the researcher experiments to prove the health care service of Gamification.Gamificat...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
International audienceBackground Gamification refers to the use of game elements in nongame contexts...
International audienceBackground Gamification refers to the use of game elements in nongame contexts...
International audienceBackground Gamification refers to the use of game elements in nongame contexts...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
In this study, the researcher experiments to prove the health care service of Gamification.Gamificat...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
International audienceBackground Gamification refers to the use of game elements in nongame contexts...
International audienceBackground Gamification refers to the use of game elements in nongame contexts...
International audienceBackground Gamification refers to the use of game elements in nongame contexts...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
Gamification is increasingly being recognized as a tool to support a change in individuals’ health b...
In this study, the researcher experiments to prove the health care service of Gamification.Gamificat...